Related papers: Situated Visualization in Motion for Video Games
Path prediction is a fundamental task for estimating how pedestrians or vehicles are going to move in a scene. Because path prediction as a task of computer vision uses video as input, various information used for prediction, such as the…
Virtual Reality (VR) broadcasting has seen widespread adoption in major sports events, attributed to its ability to generate a sense of presence, curiosity, and excitement among viewers. However, we have noticed that still shots reveal a…
Animated visualization is becoming increasingly popular as a compelling way to illustrate changes in time series data. However, maintaining the viewer's focus throughout the entire animation is difficult because of its time-consuming…
Mobile games are becoming a vital medium for social interaction, offering a platform that transcends geographical boundaries. An increasing number of visually impaired individuals are engaging in mobile gaming to connect, collaborate,…
This paper proposes the concept of "live-action virtual reality games" as a new genre of digital games based on an innovative combination of live-action, mixed-reality, context-awareness, and interaction paradigms that comprise tangible…
We present a data-driven approach for 4D space-time visualization of dynamic events from videos captured by hand-held multiple cameras. Key to our approach is the use of self-supervised neural networks specific to the scene to compose…
Using highly interactive systems like computer games requires a lot of visual activity and eye movements. Eye movements are best characterized by visual fixation - periods of time when the eyes stay relatively still over an object. We…
In this paper we introduce the problem of Visual Semantic Role Labeling: given an image we want to detect people doing actions and localize the objects of interaction. Classical approaches to action recognition either study the task of…
We present an observational study to compare co-located and situated real-time visualizations in basketball free-throw training. Our goal is to understand the advantages and concerns of applying immersive visualization to real-world…
In many real-world strategic settings, people use information displays to make decisions. In these settings, an information provider chooses which information to provide to strategic agents and how to present it, and agents formulate a best…
Video games are a compelling source of annotated data as they can readily provide fine-grained groundtruth for diverse tasks. However, it is not clear whether the synthetically generated data has enough resemblance to the real-world images…
Recent developments in video analysis of sports and computer vision techniques have achieved significant improvements to enable a variety of critical operations. To provide enhanced information, such as detailed complex analysis in sports…
Video game playing is an extremely structured domain where algorithmic decision-making can be tested without adverse real-world consequences. While prevailing methods rely on image inputs to avoid the problem of hand-crafting state space…
Kinematics is a core topic in early physics courses, yet students often struggle to interpret motion and its graphical representations. To tackle these difficulties, we developed MissionMotion, a physical-computational videogame where…
Sports analysis and viewing play a pivotal role in the current sports domain, offering significant value not only to coaches and athletes but also to fans and the media. In recent years, the rapid development of virtual reality (VR) and…
Most sports visualizations rely on a combination of spatial, highly temporal, and user-centric data, making sports a challenging target for visualization. Emerging technologies, such as augmented and mixed reality (AR/XR), have brought…
We present an approach for pixel-level future prediction given an input image of a scene. We observe that a scene is comprised of distinct entities that undergo motion and present an approach that operationalizes this insight. We implicitly…
With the increasingly detailed investigation of game play and tactics in invasive team sports such as soccer, it becomes ever more important to present causes, actions and findings in a meaningful manner. Visualizations, especially when…
The rise of non-linear and interactive media such as video games has increased the need for automatic movement animation generation. In this survey, we review and analyze different aspects of building automatic movement generation systems…
Watching others play is a key ingredient of digital games and an important aspect of games user research. However, spectatorship is not very popular in virtual reality, as such games strongly rely on one's feelings of presence. In other…